varying vec3 Normal;
varying vec3 LightVector;
varying vec3 CameraVector;
varying vec2 Texcoord;


void main(void)

{

gl_Positi0on = ftransform();
  
Texcoord = gl_MultiTexCoord0.xy;
  
Normal = normalize(gl_NormalMatrix * gl_Normal);
  
vec3 p = (gl_ModelViewMatrix * gl_Vertex).xyz;
  
LightVector = normalize(gl_LightSource[0].position.xyz - p);
  
CameraVector = normalize(p);

}

